diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index dd7aec246f..767f9fc40d 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -21,9 +21,10 @@ var/fire_sound_text = "gunshot" var/recoil = 0 //screen shake var/silenced = 0 + var/accuracy = 0 //accuracy is measured in tiles. +1 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -1 means the opposite. launchers are not supported, at the moment. var/last_fired = 0 - + //aiming system stuff var/keep_aim = 1 //1 for keep shooting until aim is lowered //0 for one bullet after tarrget moves and aim is lowered diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index f16359ad4b..03e2489918 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -132,6 +132,7 @@ //accuracy bonus from aiming if (istype(shot_from, /obj/item/weapon/gun)) //If you aim at someone beforehead, it'll hit more often. var/obj/item/weapon/gun/daddy = shot_from //Kinda balanced by fact you need like 2 seconds to aim + miss_modifier -= round(15*daddy.accuracy) if (daddy.aim_targets && original in daddy.aim_targets) //As opposed to no-delay pew pew miss_modifier += -30